In the capx I provided above, you can see that I've already added a gear and pivot joint to the Base and Pivot sprites, and a touch event for the Slide sprite. What I am lacking in are examples or documentation of the type of mechanism I'm trying to build. Mine is ridiculously inadequate. I contacted support hoping they could direct me to such examples or documentation, and was told: "it's absolutely unclear what exactly you are trying to achieve". So it's very likely that I have been too vague with my descriptions. To help clarify, I made a short video covering the functionality I am hoping to achieve.

Please know that I am not asking for anyone to do the hard work for me, I am only asking for working examples and/or documentation that could possibly aid in my efforts to build what appears to be a one-of-a-kind Consturct2 compound structure.

Sure, the "Template-PhysicsCatapult.capx" that comes with Construct 2 is a knockoff of angry birds. And originally I started with that template, but their whole approach does not seem conducive to what I'm trying to build. I've opened and reviewed hundreds of capx files, but so far I'm not finding a lever attached to a pivot, which acts like a tension spring when pulled backwards. Actually, the hardest thing seems to be creating a lever attached to a pivot, which slides along the top (and acts like a tension spring when pulled backwards), while also being able to pull up or push down on the pivot at every point along its entire length. So this has never been done?

I've searched the forum for catapult, which is closer to my contraption than a slingshot, but I have not come across the right combination of examples.

@WebMagiIt's just a matter of using joints to link it together. Then to manipulate it with just physics you can use a dummy object that's moved by the mouse that you connect and disconnect from objects. Here's an example of a possible way to set it up.https://dl.dropboxusercontent.com/u/542 ... aunch.capx

It appears to be related to the 4th action: "gear joint to keep the angle of the plunger the same as the lever". When I toggle it disabled, the error goes away. Could my polygon collision shapes be causing an issue with the 0 phase setting?

I got an issue though. When I am colliding two sprites with the behavior, the one that I control, actually goes into the other sprite. It seems like it doesn't stop at the sprites collision box. Is there a way around this?

I am using the car behavior on sprite 1. Sprite 1 is being ran into sprite 2, sprite 1 goes inside sprite 2 making it appear unrealistic.